Hello! Huge update for the mod!
Added mor Hullmods
Volatile Ammunition
Ammunition used by all ballistic weapons are replaced with radioactive ammunition, allowing for an increase in damage by 25% but lowers the fire rate by a factor of 0.75 while increasing the flux cost by a factor of 1.25.
Overloaded Capacitors
A surge of energy is directed to all energy weapons overcharging them, allowing for an increase in damage by 25% but lowers the fire rate by a factor of 0.75 while increasing the flux cost by a factor of 1.25.
Reactive Subsystems
Replaces subsystems with reactive machines, a basic type of AI that only reacts to its given scenario but cannot go past it. This increases the max combat readiness by 15% and increases the peak performance time by 60 but in return it increases the rate at which combat readiness degrades by 50%.
External Cargo Holds
Installs cargo containers or pods around the front and sides of the ship, allowing for an increase in cargo capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing the armor damage taken by 20%.
External Fuel Tanks
Installs fuel tanks or barrels around the front and sides of the ship, allowing for an increase in fuel capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing the explosive damage taken by 20%.
External Cryo Pods
Installs cryo pods around the front and sides of the ship, allowing for an increase in crew capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing crew casualties by 20% when hull damage is taken during combat.
Maximized Drive Field
Enhances the ship's drive field to its maximum capabilities, increasing the max burn level by 3 but increases the fuel used per lightyear by a factor of 2.
Overloaded Drive Field
Enhances the ship's drive field but pushes it beyond its capabilities, increasing the max burn level by 3 but increases the fuel used per lightyear by a factor of 2, increases the sensor profile by 100%, and decreases the sensor strength by 50%.
A bunch of new hullmods, simple enough to understand in what they do. The new cargo hullmods are used to turn your combat ships into a cargo type ships but has big downsides in doing so good for just not wanting to have any sort of civ ships in your fleet. Combat hullmods are simple enough to allow changes in build to a certain degree.